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Refractor.js
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/**
* @author Mugen87 / https://github.com/Mugen87
*
*/
import {
Color,
LinearFilter,
MathUtils,
Matrix4,
Mesh,
PerspectiveCamera,
Plane,
Quaternion,
RGBFormat,
ShaderMaterial,
UniformsUtils,
Vector3,
Vector4,
WebGLRenderTarget
} from "../../../build/three.module.js";
var Refractor = function ( geometry, options ) {
Mesh.call( this, geometry );
this.type = 'Refractor';
var scope = this;
options = options || {};
var color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
var textureWidth = options.textureWidth || 512;
var textureHeight = options.textureHeight || 512;
var clipBias = options.clipBias || 0;
var shader = options.shader || Refractor.RefractorShader;
//
var virtualCamera = new PerspectiveCamera();
virtualCamera.matrixAutoUpdate = false;
virtualCamera.userData.refractor = true;
//
var refractorPlane = new Plane();
var textureMatrix = new Matrix4();
// render target
var parameters = {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBFormat,
stencilBuffer: false
};
var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) {
renderTarget.texture.generateMipmaps = false;
}
// material
this.material = new ShaderMaterial( {
uniforms: UniformsUtils.clone( shader.uniforms ),
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
transparent: true // ensures, refractors are drawn from farthest to closest
} );
this.material.uniforms[ "color" ].value = color;
this.material.uniforms[ "tDiffuse" ].value = renderTarget.texture;
this.material.uniforms[ "textureMatrix" ].value = textureMatrix;
// functions
var visible = ( function () {
var refractorWorldPosition = new Vector3();
var cameraWorldPosition = new Vector3();
var rotationMatrix = new Matrix4();
var view = new Vector3();
var normal = new Vector3();
return function visible( camera ) {
refractorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
view.subVectors( refractorWorldPosition, cameraWorldPosition );
rotationMatrix.extractRotation( scope.matrixWorld );
normal.set( 0, 0, 1 );
normal.applyMatrix4( rotationMatrix );
return view.dot( normal ) < 0;
};
} )();
var updateRefractorPlane = ( function () {
var normal = new Vector3();
var position = new Vector3();
var quaternion = new Quaternion();
var scale = new Vector3();
return function updateRefractorPlane() {
scope.matrixWorld.decompose( position, quaternion, scale );
normal.set( 0, 0, 1 ).applyQuaternion( quaternion ).normalize();
// flip the normal because we want to cull everything above the plane
normal.negate();
refractorPlane.setFromNormalAndCoplanarPoint( normal, position );
};
} )();
var updateVirtualCamera = ( function () {
var clipPlane = new Plane();
var clipVector = new Vector4();
var q = new Vector4();
return function updateVirtualCamera( camera ) {
virtualCamera.matrixWorld.copy( camera.matrixWorld );
virtualCamera.matrixWorldInverse.getInverse( virtualCamera.matrixWorld );
virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
virtualCamera.far = camera.far; // used in WebGLBackground
// The following code creates an oblique view frustum for clipping.
// see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.
// Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16
clipPlane.copy( refractorPlane );
clipPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
clipVector.set( clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant );
// calculate the clip-space corner point opposite the clipping plane and
// transform it into camera space by multiplying it by the inverse of the projection matrix
var projectionMatrix = virtualCamera.projectionMatrix;
q.x = ( Math.sign( clipVector.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
q.y = ( Math.sign( clipVector.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
q.z = - 1.0;
q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
// calculate the scaled plane vector
clipVector.multiplyScalar( 2.0 / clipVector.dot( q ) );
// replacing the third row of the projection matrix
projectionMatrix.elements[ 2 ] = clipVector.x;
projectionMatrix.elements[ 6 ] = clipVector.y;
projectionMatrix.elements[ 10 ] = clipVector.z + 1.0 - clipBias;
projectionMatrix.elements[ 14 ] = clipVector.w;
};
} )();
// This will update the texture matrix that is used for projective texture mapping in the shader.
// see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf
function updateTextureMatrix( camera ) {
// this matrix does range mapping to [ 0, 1 ]
textureMatrix.set(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0
);
// we use "Object Linear Texgen", so we need to multiply the texture matrix T
// (matrix above) with the projection and view matrix of the virtual camera
// and the model matrix of the refractor
textureMatrix.multiply( camera.projectionMatrix );
textureMatrix.multiply( camera.matrixWorldInverse );
textureMatrix.multiply( scope.matrixWorld );
}
//
function render( renderer, scene, camera ) {
scope.visible = false;
var currentRenderTarget = renderer.getRenderTarget();
var currentXrEnabled = renderer.xr.enabled;
var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
renderer.xr.enabled = false; // avoid camera modification
renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows
renderer.setRenderTarget( renderTarget );
renderer.clear();
renderer.render( scene, virtualCamera );
renderer.xr.enabled = currentXrEnabled;
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
renderer.setRenderTarget( currentRenderTarget );
// restore viewport
var viewport = camera.viewport;
if ( viewport !== undefined ) {
renderer.state.viewport( viewport );
}
scope.visible = true;
}
//
this.onBeforeRender = function ( renderer, scene, camera ) {
// ensure refractors are rendered only once per frame
if ( camera.userData.refractor === true ) return;
// avoid rendering when the refractor is viewed from behind
if ( ! visible( camera ) === true ) return;
// update
updateRefractorPlane();
updateTextureMatrix( camera );
updateVirtualCamera( camera );
render( renderer, scene, camera );
};
this.getRenderTarget = function () {
return renderTarget;
};
};
Refractor.prototype = Object.create( Mesh.prototype );
Refractor.prototype.constructor = Refractor;
Refractor.RefractorShader = {
uniforms: {
'color': {
value: null
},
'tDiffuse': {
value: null
},
'textureMatrix': {
value: null
}
},
vertexShader: [
'uniform mat4 textureMatrix;',
'varying vec4 vUv;',
'void main() {',
' vUv = textureMatrix * vec4( position, 1.0 );',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}'
].join( '\n' ),
fragmentShader: [
'uniform vec3 color;',
'uniform sampler2D tDiffuse;',
'varying vec4 vUv;',
'float blendOverlay( float base, float blend ) {',
' return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );',
'}',
'vec3 blendOverlay( vec3 base, vec3 blend ) {',
' return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );',
'}',
'void main() {',
' vec4 base = texture2DProj( tDiffuse, vUv );',
' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );',
'}'
].join( '\n' )
};
export { Refractor };